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John-SJ
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Silicon Valley, USA
Aug 1999 time: 21:12
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I'm playing a single player OCC game on a small random map. I had just met my 3rd civ (American), we traded techs, he suggested peace, i accepted. I then gave techs to get his attitude to worshipful, then suggested alliance. He accepted, then a message popped up saying that my units had been relocated to a nearby city, as if we had (only) peace and I violated his space. What became evident on the next turn was that *ALL* of my military units had been returned to my city, no matter where they were on the map the turn before. Weird, huh?
John-SJ
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ColdWizard
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sounds like the alliance was cancelled to me...
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John-SJ
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Silicon Valley, USA
Aug 1999 time: 21:12
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A bit more info, I went back to a save game and played the sequence a couple of times. Oh, and this is with Civ2+FW only, I haven't tried it on MGE.
I discovered that the important detail was one I did not mention previously. In order to secure the (American) alliance I had to agree to declare war on the American's hated enemy, the Indians. It was that agreement that caused my troops to be sent home. The strange thing is that I did not at that time know the location of a single Indian city, and it even sent home 2 units that were within the city boundries of tha American city I had discovered.
John-SJ
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Lancer
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Oregon Coast, USA! or Bohol, Philippines!
Apr 1999 time: 05:12
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It's crazy! It's driven me nuts a number of times!
Rergarding the bug, too wierd. Can you report it?
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John-SJ
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Silicon Valley, USA
Aug 1999 time: 21:12
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Interestingly, 2 of the units sent home were (probably) closer to the Indians whom I had just broken a peace treaty with, but those units were within the city boundry of the Americans whom I had just established an alliance with.
Seems pretty strange that units could be kicked off of an allies territory, no?
John-SJ
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Hasdrubal
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Carthage.
May 2000 time: 05:12
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It probably isn't a bug. At least not directly.
The proximity-rule does always apply: is your unit closer to an enemies city then to any of yours? It does only check for the one AI civilization involved, disregarding all the others.
Where it goes wrong, is with the notorious 'zero'-line. For example, a unit located anywhere on a horizontal position of 99, with a map 100 lines wide, will consider itself to be closer to a city with a position of, say, 60 then to one located at position 1. When in fact, visually, it is just two squares away from the city at 1. This is the underlying bug, causing these sorts of weird, 'supernatural' events. Everybody will have experienced problems with 'goto' orders messed up because of this. Surely it shouldn't be so difficult to fix this problem with a patch, microprose? When having multiple cities located at various points of the horizontal line, the problem is bareable, with your various horizontal positions softening the effect. But if your one city in an OCC is located anywhere near the zero-line, you can expect some more of the unexpected, and join one of the 'Sid owes me'-treads with a 'he owns me a wasted game' post.
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Ceterum censeo Romanem esse delendam.
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